HI
No PDF3D SDK is a commercial product , but I can highly recommend it and I can
highly recommend the company and the people they are highly responsive and
receptive to improvements and want to help you succeed with their products
While PDF3D SDK is commercial you might want to contact
Hi Bruce
We use the PDF3D SDK to so this http://www.pdf3d.com/pdf3d_overview.php
Works very well, a note on the Adobe 3d PDF format it has issue with
transparency ( old problem but really highlighted in 3d PDF's)
G
Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Congrats Glenn
G.
Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
[cid:image005.jpg@01CEE69F.0A10BA20] [rv4-2]
__
From: osg-users-boun...@lists.openscenegraph.org
Nice
Gordon Tomlinson
Chief Engineer(RemoteView)
Overwatch
An Operating Unit of Textron Systems
__
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: Wednesday,
You could do a setenv(..), in you code on startup
Gordon Tomlinson
Chief Engineer(Remoteview)
Overwatch
An Operating Unit of Textron Systems
__
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Congrats on the new release Ian
For those looking for a PDF SDK that’s integrated with OSG you cannot go better
than this, the software is great and easy to use and we have been using it for
2+ years now and the team behind it are highly respsonsive to help and possible
feature enhancements
I'll put my 3 cents on Dream-host,
I have used them for nearly 10 years for all my sites, their pretty good and
their up time is up there as well
Gordon Tomlinson
3D Technical Product Manager
(System Engineering Consultant)
Overwatch
An Operating Unit of Textron Systems
Which one of the multitude of cad formats ?
If you CAD package supports its export to COLLADA is one way
Gordon Tomlinson
3D Technical Product Manager
(System Engineering Consultant)
Overwatch
An Operating Unit of Textron Systems
__
HI Jack
Can you Please stop flooding the list with copies of the whole digests and
hiding a question/reply in the middle of hundreds of lines, I could not even
make out of there is a question in there
Please send a clean email with your questions? or snipped out digest so we may
have a chance
Hi
The z-buffer is not linear ( in my experience) its weighted to give higher
resolution closer to the near clip plane
See
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
Gordon Tomlinson
3D Technical Product Manager
Overwatch®
An Operating Unit of Textron Systems
That's why I still like Openflight Models they have their units it the
header :)
( Plus I can use Creator quite well :) )
One way I also solve this is to have a sidecar file that has the units
of the model(once known) if the format does not supported and then I
process the sidecar along with the
Congratulations to OSG and the community
Great Job Folks
Gordon Tomlinson
Product Technology Manager 3d Technology
System Engineering Consultant
Overwatch® An Operating Unit of Textron Systems
Office: 703-437-7651 x 2415
Fax: 703-437-0039
A mentioned before the 275 official releases are very broken and should be
avoided at all costs
Not quite sure why NVIDIA released them , as they should have failed the QA
process easily
Gordon Tomlinson
__
-Original Message-
Its hit and miss if they work, I have them not even being able to
install on some hardware and they leave your machine in a real hosed
stated at that point when they fail the install.
To where they install but something's work fine on one machine/card
combo but no another with the same combo,
The 275.33 Drivers are not good I personally would avoid like the plague, they
are causing all sorts of problems for people
Gordon Tomlinson
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING:
Changing to JPG will not save you any graphics memory only some disk space, as
the images have to be uncompressed when read, if you want a compressed format
that can go to the card compressed use should use the DDS format
You can use many programs to batch resize your textures and convert
sprintf
Gordon Tomlinson
Product Technology Manager 3d Technology
System Engineering Consultant
Overwatch® An Operating Unit of Textron Systems
Office: 703-437-7651 x 2415
Fax: 703-437-0039
__
WARNING: Documents that can be
Did you build the DAE plugin ?
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Co
llada
Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch(r)
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
You can get the latest spec for OpenFlight here
http://www.presagis.com/products_services/standards/openflight/
Chris I always found a good aged bottle of single Malt stopped me crying when
working with OpenFlight or a goo firkin of real ale :)
Gordon Tomlinson
3D Technology
System
Hi Murray
In my experience this looks like a classic transparency sorting
issue/problem when you have objects that have transparency and their
objects bounding volumes intersect,( I would also say this has little to
do with you using open flight)
This happens because for efficiency
Congratulation Glenn and to y'alls team
Nice Job
Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch(r)
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from
As you set the mask of Transform1 to 0x0 You told the system to not to consider
that node.
Than as T2 and G2 are children T1 they will not be consider either
See
http://www.vis-sim.com/imgdp/vp_cullmasks_01.jpg
http://www.vis-sim.com/imgdp/vp_cullmasks_01a.jpg
Gordon Tomlinson
3D
Did you have a look through the numerous examples both with the source and on
the OSG Web site or search the mail list as this is a common question and
should be the first thing you really do
Also there are 2 very good books out available that will take you through the
basics of OSG
Newest
I have to agree with Paul, the Scene graph is just that. To renders data as
fast and efficiently as possible
OLD Performer handled some this by providing separate graphs for data and other
information (while it was not close to perfect it did allow the clean
separation that Paul is talking
As far as I remember, the Shape file reader only creates geometry and does not
associate any attribute data with the geometry
If you look at the source code your can confirm this yourself,
If this is still the same then this means you will have to write a mechanism to
associate the attribute
NVidia are now making this interesting tool set free ( for Visual studio
user Only )
See http://www.nvidia.com/object/parallel-nsight.html
Massively Parallel Computing
NVIDIA(r) Parallel Nsight(tm), in combination with Visual Studio, allows
you to leverage the CPU for parallel tasks and
HI
Speculating :)
It sort of look to me like a pre-empting problem were your OSG application is
getting bumped at times by another process and or thread.
Also it could be you have over subscribe the number of threads you have working
and they are struggling for cpu time
Or you have sync
I would have a look at something like 'Deep Explorer' from right hemisphere, it
can convert a lot of formats to formats supported by OSG such as Multigen
OpenFlight(tm) of the top of my head I believe it supports dng format, once
converted to say OpenFlight you can use OSG to create your
HI
It might help if you tell us how you define Jitter as this can mean many things
to different people
Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that
Hi JS
Just little FYI , you can build texture atlases that repeat the caveat being
they can only repeat in one direction so you can build vertical and horizontal
sets :)
I would also say the 1k verts per primitive set is lowish I would say you can
look at 10k or more on modern hardware (
HI
OSG has a ASCII format itself that is human readable, I would say using this
native format (.osg) would reasonable thing to do
Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
Thats not quite true Sketchup files can contain physics, you can find many
files in the wharehouse with physics
Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch®
An Operating Unit of Textron Systems
__
WARNING:
] On Behalf Of Tomlinson,
Gordon
Sent: Wednesday, November 03, 2010 3:13 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG, bullet physics,collada and sketchup models on
Ubuntu
Thats not quite true Sketchup files can contain physics, you can find many
files in the wharehouse with physics
Under wndows, your joystick should just work, as certain functions are mapped
direclty to mouse functions.
If you want specifics actions and use of other buttons and features of your
joystick then you will have to add code to do that
From:
In the past I would simply write my own 'LineSegementIntersector' to
return just a hit and simply use a node mask to just test against
terrain nodes, just subclass or make a copy of the current
'LineSegementIntersector' and just later what it returns and data it
collects etc
Gordon
This is a spam and spam link,
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch®
An Operating Unit of Textron Systems
__
WARNING: Documents that can be viewed, printed or retrieved from this E-Mail
may contain
I can think of at least 3 other options
Use Alpha value on vertex color attributes
Use Alpha value on a Material being applies
(See the OSG example in the source on how to use vertex colors and materials
And the other option would be to set the Alpha in shaders
Gordon Tomlinson
Product
I have to ask
I assume you do NOT have a LOD node for each particle?
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
glReadPixels is one way you have to call something like glDrawBuffer
(GL_COLOR_ATTACHMENT0_EXT); when with FBO's I think
( along time since I have done this )
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original
See Nodemask's
search the archives this has been discussed many many times
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Chuck Norris uses ED :)
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Don
Tidrow
Sent:
Does it work in debug? If it does not debug should give you much more
info to track why you
Does the scene load in osgviewer.exe ?
A couple of reasonable guesses would be that
* you're possible mixing release/debug libs/dlls
* or you're mixing libs/dlls built with different compiler versions
Roughly you do this
Create a node visitor
Apply the visitor to the Root node of your object
When you get to a Geode
Retrieve it Geometry/Drawables Nodes
From the each Geometry you can retrieve the Vertex arrays ( what the
pints mean depend on that your using, tri-strips, polygons, tri etc )
Maybe I missing something in what you're asking
If you add and remove more data then you simply remove all the child of
the group or PAT and then add the new nodes you want
If you mean you want to actually scale everything under a PAT or group
then you can set the scaling on a PAT, on a group
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
Did you try what Jan suggested about pointing to gcc ?
Have you looked at
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecific
s/Cygwin
I also would recommend
Hi I don't have code to hand but this old creator tutorial I put
together along time ago explains the concept of 2
PositionAttitudeTransform (DOF's)
http://www.vis-sim.com/creator/creator_dof1_ex_04.pdf
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating
HI
For Max you can use Deep Exploration from Right Hemisphere ( YOU Need a
copy of Max for it to work though ) and it will allow you to convert to
OpenFlight for instance which will get you into OSG nicely, Deep
Exploration is a nice program, on a side note they also prove the 3d
engine for the
Very cool, will save some work
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Joachim
They are 2 different examples on purpose
For me by default I want animations OFF and I will turn them on via code
when required in my application
What might be appropriate is one of two things or may be both (if there
not already there)
1) Update the OSGviewer to take a command
Any good OpenGL book will tell you about Normals or tutorials such as
http://nehe.gamedev.net/
Also simple search of the examples files using something like 'normal'
or 'setNormalArray' will show you many examples of setting normals such
as in OpenSceneGraph\examples\osggeometry
Gordon
? The osgViewer
always shows the triangulated models even though they are not originally.
Many thanks
Best Regards
Tomlinson, Gordon wrote:
What do you define a 'untriangolate mesh' to be ?
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch
Companies like
GeoEye
http://www.geoeye.com/CorpSite/products/imagery-sources/Default.aspx
Orbital http://www.orbital.com/SatellitesSpace/ImagingDefense/
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
From:
They probably have no normals, for lighting and standard shading you
need normals
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
What do you define a 'untriangolate mesh' to be ?
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
of polygons with 4
vertices (no others n-gons), it must necessarily be triangulated? The
osgViewer always shows the triangulated models even though they are not
originally.
Many thanks
Best Regards
Tomlinson, Gordon wrote:
What do you define a 'untriangolate mesh' to be ?
Gordon Tomlinson
Product
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dario
Minieri
Sent: Monday, April 19, 2010 3:54 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Untriangulate Meshes...
My format is FBX that should not be triangulated...or am I wrong?
Tomlinson, Gordon
Depends on what you want and the tools you have
I personally think Open-flight through Creator or one of the few clones
out there now, is a good choice for to modeling and then convert to IVE
for run time. Others uses 3ds and obj fine but I' also old school and
know Creator very well. (Main
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tomlinson, Gordon
Sent: Wednesday, April 14, 2010 10:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] 3D model fomat
Depends on what you want and the tools you have
I personally think Open-flight through
This is what we use every day and it works
http://www.vis-sim.com/osg/osg_faq_1.htm#f47
we also tend to do stateSet-setDataVariance(osg::Object::DYNAMIC); as
well
Personally I would not use ref_ptr on the state here but that's me
Also were are doing this ?
Gordon Tomlinson
Product Manager
As you don't show your code I have to ask a couple of obvious questions
Is the node you loaded a child of the PAT?
Has the PAT been added to the Scene?
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
Nice work Paul and all ...
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Hi
By default OSG will have display list turned on which means the drawing
is cached and thus when you change something it will not be reflected,
if your changing tings a lot you might want to disable display list
alternatively you can tell OSG to rebuild the display list with a call
like
Not looked at the current OSG code.
But its used be done with the GL POLYGON_OFFSET calls and settings
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi Guy
I would recommend a search thru the OSG mailing archives on the subject
of OpenGL 3.0 and the fixed pipe line deprecating , there have been many
good and useful conversations on this, that would help you understand
the fundamental shift in Opengl 3.X going forward and how OSG is
, 2010 8:58 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Easiest way to bundle an OSG app
Tomlinson, Gordon wrote:
One caveat not all the 3rdparty plugins and possible dependencies are
LGPL and thus don't allow static linking
Not sure about legal issues, but it seem to me that linking
Simplest way would be to open up the file in Creator and use the remove
unused textures command
You could also write a simple Creator API app to do this on a list of
flight files
Another option would be to load the file in to OSG and save out as OSG
or IVE file again you could write a simple
One caveat not all the 3rdparty plugins and possible dependencies are
LGPL and thus don't allow static linking
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From:
Please note that the Quadro NVS cards are designed for 2d business
desktop applications and are not recommended for 3d applications such as
OSG if you want Quadro for 3d then you really need to be using the FX
range
The Geforce 285/295 cards are a way much better option if you don't want
the
HI
Has the freetype library and its dependancies been build with the same
compiler, patches and re-distributables as your application and no
mixing of release or debug libs? As in the past this has been the
problem for many
Also a goolgle or archive search should throw similar responses that
Nice job Jason...
Gordon Tomlinson
Product Manager 3d Technology Future Products
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent:
Brett
If you have not done so already I would search the OSG email archive or
just Google on this as the subject has bens discussed many time from
many angles and needs and that should get you upto speed on OSG and
intersections , also search with k-tree as a term ( this is an
optimization
cool
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Carlos Sanches
Sent: Mon 2/8/2010 3:30 PM
To: OpenSceneGraph Users
Subject: [osg-users] My OSG project
We don´t have a web site yet but somebody put some videos in youtube.
HI
Yes you can do this
One way which works well is to derive your own custom drawable derived
from osg::Drawable
Then in the ::drawImplementation you can draw what ever you need to do,
but YOU have to manage the Opengl State and ensure you return it to its
state when you ::drawImplementation
Would these only be obsolete if your using Opengl 3.2 ?
What about when I'm on a machine and graphics card that only supports
say OpenGL 2.1,
this is a very common case for us were users are in very controlled
environments and running on older equipment that is unlikely to get
upgraded or
with this proposal...
Wojtek
- Original Message -
From: Tomlinson, Gordon
mailto:gtomlin...@overwatch.textron.com
To: OpenSceneGraph Users
mailto:osg-users@lists.openscenegraph.org
Sent: Monday, February 01, 2010 2:47 PM
Subject: Re: [osg-users
I don't think this applies to Windows 7 as it DOES have accelerated GDI
un-like Vista
But windows 7 and NVIDIA drivers fails and dies a lot for both Opengl
and Direct X, and that causes issues even though Window 7 recovers and
restarts the driver is sucks up resources leading slowdowns and
Welcome Agos
BTW Argos with the R for many in England without an education in the
classics would associate it with a Retail Shopping chain :) and not
Odysseus puppy :)
Gordon Tomlinson
Product Manager 3d Technology
Overwatch(r)
An Operating Unit of Textron Systems
Hi
If you have not done so I would recommend grabbing the PDF from
http://www.osgbooks.com/ especially
http://www.osgbooks.com/books/osg_qs.html they are free in PDF form, the
Quick start guide will answer many of the basic newbie questions
Also check out the over 140+ examples that come with
HI
We work with 100's Millions of Points in our OSG base applications,
along with large amount of imagery (Giga terra bytes), elevation and
feature data in one scene
We do have to manage them through various LOD, Memory and paging
techniques we have etc
Gordon
Product Manager 3d
OSG is a DAG http://www.vis-sim.com/imgdp/dagb.jpg
Which means every node has at least one parent expect the Root node
In your case 'C' would never get traversed with the standard OSG
traversers unless you provide all your own traversal routines
Gordon
Product Manager 3d
Yes having 2 members could be a big issue errr uhmm ohh
Gordon
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien
Guay
Sent: Wednesday, October 28, 2009 2:23 PM
To:
Try a search the email archives
this question has been answered many times and within the last 5 days or
so
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Cool stuff
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
See the Readme.txt in OpenSceneGraph\src\osgPlugins\dae\
You need to get the 3rd Party Collada Library and its dependencies built
and then build the OSG DAE reader
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @
How long is a piece of string, that's the sort of answer to your
question..
The are a plethora of techniques you can used to try and mitigate the
artifacts of z-fight and lack of precision in the z/depth buffer , a
quick Google should throw up quite a lot, as this has been discussed
adnosium on
Multi Parents should work ?
you can change state etc on each parent if needed
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
How about you re-gen you IVE's without using embbed textures and then
simply remove the those externally created textures
( you would get warning about no texture found but you should load)
might want to protect the file at after load with a state attribute
turning texture off for the nodes
Or
The code clues are in the OpenFlight Loader/Exporter plug-in
As to accessing the Palettes, I do not believe they are available once
the file has been full loaded they are just used as a reference during
loading to create the states for the nodes.
I believe you would have to write a loader
Firstly your question is so open ended that your not going to get great help
We handle the data but I'm unable to discuss what we do with it unfortunately
If you do know the basics of OSG I would recommend you first learn that before
proceeding (see the Quick start guide, you'll find a link
ErrIn C and C++ a single '\' indicates a control character to
follow and not a directory slash you need to use a double '\\' or a
single forward slash '/'
( I would have thought you would be seeing warnings about unrecognized
control characters when you compile'
osg::Node* pLoadedModel =
Again your using single back ssahes in you file name string for the
textures either use '\\' or '/'
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Search the forums for things like LOD and Instancing, look at some of
the examples like osgforest
Make sure you build a balanced quad tree Scene graph tree ( again a
search of the archive and Google will yield plenty on balancing trees)
See http://www.vis-sim.com/imgdp/vp_db_partion_01b.jpg a
I recommend a very sharp pair of scissors
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
One way
Basically you need to create a message/data passing system between the
GUI and the APP update thread that is thread safe.
In the GUI thread when you want to add a request to be carried out in
the APP you get a lock on the message queue you created ( generally I
use a wait until lock
It might be the way you GL_CLAMP state is set
http://www.vis-sim.com/osg/osg_faq_1.htm#f32
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
You might want to start by looking at OpenSceneGraph\examples\osgmovie
you may need to get further 3rdparty requirments for this
And a search of the archives will throw up a lot of discussion on this
type of subject
Gordon
Product Manager 3d
I believe the has been answered several times recently, a search of the
OSG mail archives should provide the answer to your question
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
FYI
Please start a NEW email do not hi-jack an exiting thread
Simply changing is considered bad practice the subject
This confuse mail archives and email reads and also leads to bad
searches
Gordon
Product Manager 3d
__
Gordon
Generally it is recommend you build every thing with the same compiler
version ( it saves time in the long run )
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Cory
Riddell
Sent: Tuesday, September 01, 2009 3:03 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OT: do I need to recompile OSG?
Hi Gordon,
Tomlinson, Gordon wrote
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